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authorPetuuuhhh <peterswanton191@bellsouth.net>2020-04-12 22:29:13 -0400
committerPetuuuhhh <peterswanton191@bellsouth.net>2020-04-12 22:29:13 -0400
commit355b210b02f51b9cc294a4e7ff44e454e3e91eb8 (patch)
tree7c6f6f2b6d8073825d21ac2e0a7926b2825c1996 /src
parenta046cf4f8ea3a5fea274106d8f173d8a2ac61976 (diff)
init
Diffstat (limited to 'src')
-rw-r--r--src/learn_move.c11
1 files changed, 10 insertions, 1 deletions
diff --git a/src/learn_move.c b/src/learn_move.c
index b0f0c61e8..b7beb06bf 100644
--- a/src/learn_move.c
+++ b/src/learn_move.c
@@ -21,6 +21,15 @@
* Move relearner state machine
* ------------------------
*
+ * CB2_MoveRelearner_Init
+ * - Creates moveDisplayArrowTask to listen to right/left buttons.
+ * - Creates moveListScrollArrowTask to listen to up/down buttons.
+ * - Whenever the selected move changes (and once on init), the MoveRelearnerCursorCallback
+ * is called (see sMoveRelearnerMovesListTemplate). That callback will reload the contest
+ * display and battle display windows for the new move. Both are always loaded in
+ * memory, but only the currently active one is copied to VRAM. The exception to this
+ * is the appeal and jam hearts, which are sprites. MoveRelearnerShowHideHearts is called
+ * while reloading the contest display to control them.
* MoveRelearnerStateMachine: MENU_STATE_FADE_TO_BLACK
* MoveRelearnerStateMachine: MENU_STATE_WAIT_FOR_FADE
* - Go to MENU_STATE_IDLE_BATTLE_MODE
@@ -70,7 +79,7 @@
* - If the player cancels, go to MENU_STATE_SETUP_BATTLE_MODE.
*
* CB2_MoveRelearner_Resume:
- * - Do most of the same stuff as CB2_InitLearnMove.
+ * - Do most of the same stuff as CB2_MoveRelearner_Init.
* MoveRelearnerStateMachine: MENU_STATE_FADE_FROM_SUMMARY_SCREEN
* MoveRelearnerStateMachine: MENU_STATE_TRY_OVERWRITE_MOVE
* - If any of the pokemon's existing moves were chosen, overwrite the move and